| Sumario: | The video game industry is growing and is by some considered a strong actor in the field of architecture. Virtual landscapes, in particular those in video games, can be considered architectural as they are a simulation of physical space in a virtual realm. They can benefit from spatial theories such as those from urban design and landscape architecture, however, these theories are rarely brought up in literature regarding the design of virtual landscapes in video games.
The purpose of this thesis is to contribute to the discussion of the link between virtual and physical landscapes and how theories regarding landscape architecture can be incorporated in the design of virtual landscapes in video games. This paper features a theoretical framework concerning navigation, orientation and spatiality as well as the structuring and symbolism of a city. The theoretical framework are then interpreted and converted to design patterns, which are then applied in a design experiment of a virtual city for a video game.
The design experiment was carried out through analog sketching and 3D modelling and resulted in a design
intended to suggest how some spatial theories can be translated into design patterns. Designing a virtual landscape is a balancing act of applying spatial theories from physical landscapes while still considering the effects the virtual setting has on the perception of landscapes. Virtual landscapes could potentially be designed by landscape architects but it forces them to somewhat approach landscape design in a different way.
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